Magic Bridge part 1 || Houdini Tutorial
Вставка
- Опубліковано 6 лип 2024
- In this video you will see how to create a magical effect that forms a bridge.
This is will be a 2 part series, part 1 is about the Houdini setup and part 2 will be about setting it up into Unreal Engine.
You will learn here how to take a bridge object of a scene in Unreal and open this is Houdini. Once in Houdini we can start to create the logic for the simulation.
First up will be preparing the bridge model, this includes closing the mesh and fracturing the mesh.
With these fractured piece it can then be used into a RBD simulation.
Here we will add a variety of forces to create interesting effects.
Timestamps
00:00 intro
00:15 Unreal Scene and Exporting
01:46 Houdini import scene
02:22 Split Bridge Geo
02:45 Prepare for simulation
05:20 Simulation base
07:38 Adding interesting Forces
15:49 Control activation
17:17 Unwrap fractured pieces
20:25 Outro
Thank u so much for these tutorials ! You've teached me about 80% of what I know in Houdini,after switching from Max a year ago.
Hi Simon, I hope you are doing great. Thanks a lot for your tutorials, they are my favourite ones. Best!
I wish more tutorials were shown like this! lots of cool tips Simon!!
Nice work Simon! Very easy to follow
Wow, just amazing, thank you!
very cool
Great!
Thx man !
Awesome tutorial, really interesting to see how animated textures can be used with simulations. Just a bit curious, was your scene shell created inside houdini? I can't find anyway in unreal how to cap the spherical mask.
Thanks! The shell is a node called sphere mask in unreal materials. Then this is used as opacity to cut out parts of the model outside the sphere. You could also Boolean the models in Houdini or other software
@@simonhoudini5074 thanks so much for the reply! And how was the grey mesh which surrounds everything that’s been cut, created? Was this in Houdini or again in unreal?
@@StealthMacaque that was done in Houdini since I already had the scene imported to Houdini.
@@simonhoudini5074 Thanks for the reply, I was scratching my head for over an hour trying to workout how to do it in Unreal xD
Is this just native to the Niagara system in Unreal or is it compatible with Unity's VFX graph also?
How did you get it to separate one by one? Was it by using glue?